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This commit is contained in:
yacent 2025-08-26 12:30:41 +08:00
parent 39e40b33bf
commit 7a7fdee7ef
168 changed files with 5626 additions and 1214 deletions

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@ -6,22 +6,7 @@ Removed - 删除功能/接口
Fixed - 修复问题
Others - 其他
-->
## 2025-8-12 v0.1.28 【重要更新】
### Feature
* 普通PageManager.Show支持Promise
* 普通:性能工具实时数据流支持
* 普通适配插件版本升至1.2.79
### Fixed
* 重要修复Touch时进行IOS音频resume造成的卡顿问题
* 重要UnityWebRequest、AssetBundle、Addressables等加载已缓存资源时读文件报错导致游戏异常
## 2025-7-10 v0.1.27 【普通更新】
### Feature
* 普通:新增 JS_Sound_GetPosition 方法用于获取音频播放位置
* 普通WebGL2变更为正式特性
* 普通:支持小游戏试玩导出
## 2025-5-8 v0.1.26 【普通更新】
## v0.1.26 【普通更新】
### Feature
* 普通:增加禁止多点触控的配置
### Fixed

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@ -2,26 +2,21 @@ mergeInto(LibraryManager.library, {
// 定义供 C/C++ 调用的 JS 函数
js_batchRender_malloc: function(data, size, isSync) {
// 直接从 WASM 内存创建视图(零拷贝)
const binaryData = new Uint8Array(Module.HEAPU8.buffer, data, size);
// 转换为标准 ArrayBuffer如果需要复制
const targetBuffer =
binaryData.buffer.slice(binaryData.byteOffset, binaryData.byteOffset + binaryData.byteLength);
const targetBuffer = new Uint8Array(Module.HEAPU8.buffer, data, size);
//console.log("processBinaryData invoke");
const extBuffer = new ArrayBuffer(1);
const headerBuffer = new ArrayBuffer(8);
const headerBufferView = new DataView(headerBuffer);
headerBufferView.setUint32(0, 0xDEC0DE, true);
headerBufferView.setUint32(4, mtl.ctx.__uid(), true);
const merged = new Uint8Array(headerBuffer.byteLength + targetBuffer.byteLength);
merged.set(new Uint8Array(headerBuffer), 0);
merged.set(new Uint8Array(targetBuffer), headerBuffer.byteLength);
const extBuffer = new ArrayBuffer(1);
if(!isSync){
mtl.batchRenderAsync(merged.buffer, extBuffer);
mtl.batchRenderAsync(targetBuffer, extBuffer);
return null;
}
const result = mtl.batchRender(merged.buffer, extBuffer).buffer;
if(result.byteLength == 0){
return null;;
const response = mtl.batchRender(targetBuffer, extBuffer);
if (!response) {
return null;
}
const result = response.buffer;
if(!result || result.byteLength == 0){
return null;
}
// 申请内存空间,后续在cpp wasm部分使用记得释放
const ptr = Module._malloc(result.byteLength);

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@ -71,9 +71,7 @@ namespace WeChatWASM
BUILD_WEBGL_FAILED = 2,
}
public static WXEditorScriptObject config => isPlayableBuild ? WXPlayableConvertCore.GetFakeScriptObject() : UnityUtil.GetEditorConf();
public static string defaultTemplateDir => isPlayableBuild ? "playable-default" : "wechat-default";
public static WXEditorScriptObject config => UnityUtil.GetEditorConf();
public static string webglDir = "webgl"; // 导出的webgl目录
public static string miniGameDir = "minigame"; // 生成小游戏的目录
public static string audioDir = "Assets"; // 音频资源目录
@ -82,10 +80,6 @@ namespace WeChatWASM
public static string codeMd5 = string.Empty;
public static string dataMd5 = string.Empty;
public static string defaultImgSrc = "Assets/WX-WASM-SDK-V2/Runtime/wechat-default/images/background.jpg";
/// <summary>
/// 是否在构建试玩,构建开始前修改值,构建结束后恢复值
/// </summary>
public static bool isPlayableBuild = false;
private static bool lastBrotliType = false;
public static bool UseIL2CPP
@ -99,6 +93,14 @@ namespace WeChatWASM
#endif
}
}
// 用于replaceRules判断是否需要注入相关的修改
public static bool UseEmscriptenGLX
{
get
{
return config.CompileOptions.enableEmscriptenGLX;
}
}
// 是否使用 iOS Metal 渲染
public static bool UseiOSMetal
{
@ -107,69 +109,39 @@ namespace WeChatWASM
return config.CompileOptions.enableiOSMetal;
}
}
// public static void SetPlayableEnabled(bool enabled)
// {
// isPlayableBuild = enabled;
// }
/// <summary>
/// 导出前的初始配置
/// 小游戏模式和试玩模式都会使用这个函数,如果要在这个函数加新方法,建议都以不兼容试玩模式看待
/// </summary>
public static void PreInit()
// 可以调用这个来集成
public static WXExportError DoExport(bool buildWebGL = true)
{
LifeCycleEvent.Init();
Emit(LifeCycle.beforeExport);
if (!CheckSDK())
{
Debug.LogError("若游戏曾使用旧版本微信SDK需删除 Assets/WX-WASM-SDK 文件夹后再导入最新工具包。");
return WXExportError.BUILD_WEBGL_FAILED;
}
if (!CheckBuildTemplate())
{
Debug.LogError("因构建模板检查失败终止导出。");
return WXExportError.BUILD_WEBGL_FAILED;
}
if (CheckInvalidPerfIntegration())
{
Debug.LogError("性能分析工具只能用于Development Build, 终止导出! ");
return WXExportError.BUILD_WEBGL_FAILED;
}
CheckBuildTarget();
Init();
// 可能有顺序要求?如果没要求,可挪到此函数外
if (!isPlayableBuild)
{
ProcessWxPerfBinaries();
}
// iOS metal 的相关特性
ProcessWxiOSMetalBinaries();
ProcessWxPerfBinaries();
// emscriptenglx的相关特性
ProcessWxEmscriptenGLXBinaries();
MakeEnvForLuaAdaptor();
// JSLib
SettingWXTextureMinJSLib();
UpdateGraphicAPI();
EditorUtility.SetDirty(config);
AssetDatabase.SaveAssets();
}
public static WXExportError PreCheck()
{
if (!CheckSDK())
{
Debug.LogError("若游戏曾使用旧版本微信SDK需删除 Assets/WX-WASM-SDK 文件夹后再导入最新工具包。");
return WXExportError.BUILD_WEBGL_FAILED;
}
if (!isPlayableBuild && !CheckBuildTemplate())
{
Debug.LogError("因构建模板检查失败终止导出。");
return WXExportError.BUILD_WEBGL_FAILED;
}
if (!isPlayableBuild && CheckInvalidPerfIntegration())
{
Debug.LogError("性能分析工具只能用于Development Build, 终止导出!");
return WXExportError.BUILD_WEBGL_FAILED;
}
dynamic config = isPlayableBuild ? UnityUtil.GetPlayableEditorConf() : UnityUtil.GetEditorConf();
if (config.ProjectConf.relativeDST == string.Empty)
{
Debug.LogError("请先配置游戏导出路径");
return WXExportError.BUILD_WEBGL_FAILED;
}
return WXExportError.SUCCEED;
}
// 可以调用这个来集成
public static WXExportError DoExport(bool buildWebGL = true)
{
LifeCycleEvent.Init();
Emit(LifeCycle.beforeExport);
var preCheckResult = PreCheck();
if (preCheckResult != WXExportError.SUCCEED)
{
return preCheckResult;
}
PreInit();
// 记录上次导出的brotliType
{
@ -187,6 +159,12 @@ namespace WeChatWASM
}
}
if (config.ProjectConf.DST == string.Empty)
{
Debug.LogError("请先配置游戏导出路径");
return WXExportError.BUILD_WEBGL_FAILED;
}
else
{
// 仅删除StreamingAssets目录
if (config.CompileOptions.DeleteStreamingAssets)
@ -371,6 +349,59 @@ namespace WeChatWASM
AssetDatabase.Refresh();
}
private static void ProcessWxEmscriptenGLXBinaries()
{
string[] glLibs;
string DS = WXAssetsTextTools.DS;
if (UnityUtil.GetSDKMode() == UnityUtil.SDKMode.Package)
{
glLibs = new string[]
{
$"Packages{DS}com.qq.weixin.minigame{DS}Runtime{DS}Plugins{DS}libemscriptenglx.a",
$"Packages{DS}com.qq.weixin.minigame{DS}Runtime{DS}Plugins{DS}libemscriptenglx_2021.a",
};
}
else
{
string glLibRootDir = $"Assets{DS}WX-WASM-SDK-V2{DS}Runtime{DS}Plugins{DS}";
// 下方顺序不要变动
glLibs = new string[]
{
$"{glLibRootDir}libemscriptenglx.a",
$"{glLibRootDir}libemscriptenglx_2021.a",
};
}
{
// unity2022, tuanjie lib引入
bool showEnableGLX2022Plugin = config.CompileOptions.enableEmscriptenGLX && IsCompatibleWithUnity202203OrNewer();
var glx2022Importer = AssetImporter.GetAtPath(glLibs[0]) as PluginImporter;
#if PLATFORM_WEIXINMINIGAME
glx2022Importer.SetCompatibleWithPlatform(BuildTarget.WeixinMiniGame, showEnableGLX2022Plugin);
#else
glx2022Importer.SetCompatibleWithPlatform(BuildTarget.WebGL, showEnableGLX2022Plugin);
#endif
SetPluginCompatibilityByModifyingMetadataFile(glLibs[0], showEnableGLX2022Plugin);
}
{
// unity2021 lib引入
bool showEnableGLX2021Plugin = config.CompileOptions.enableEmscriptenGLX && IsCompatibleWithUnity202102To202203();
var glx2021Importer = AssetImporter.GetAtPath(glLibs[1]) as PluginImporter;
#if PLATFORM_WEIXINMINIGAME
glx2021Importer.SetCompatibleWithPlatform(BuildTarget.WeixinMiniGame, showEnableGLX2021Plugin);
#else
glx2021Importer.SetCompatibleWithPlatform(BuildTarget.WebGL, showEnableGLX2021Plugin);
#endif
SetPluginCompatibilityByModifyingMetadataFile(glLibs[1], showEnableGLX2021Plugin);
}
AssetDatabase.Refresh();
}
/**
* Lua Adaptor Settings.
*/
@ -411,41 +442,6 @@ namespace WeChatWASM
return true;
}
private static void ProcessWxiOSMetalBinaries()
{
string[] glLibs;
string DS = WXAssetsTextTools.DS;
if (UnityUtil.GetSDKMode() == UnityUtil.SDKMode.Package)
{
glLibs = new string[]
{
$"Packages{DS}com.qq.weixin.minigame{DS}Editor{DS}BuildProfile{DS}lib{DS}libwx-metal-cpp.bc",
$"Packages{DS}com.qq.weixin.minigame{DS}Editor{DS}BuildProfile{DS}lib{DS}mtl_library.jslib",
};
}
else
{
string glLibRootDir = $"Assets{DS}WX-WASM-SDK-V2{DS}Editor{DS}BuildProfile{DS}lib{DS}";
glLibs = new string[]
{
$"{glLibRootDir}libwx-metal-cpp.bc",
$"{glLibRootDir}mtl_library.jslib",
};
}
for (int i = 0; i < glLibs.Length; i++)
{
var importer = AssetImporter.GetAtPath(glLibs[i]) as PluginImporter;
#if PLATFORM_WEIXINMINIGAME
importer.SetCompatibleWithPlatform(BuildTarget.WeixinMiniGame, config.CompileOptions.enableiOSMetal);
#else
importer.SetCompatibleWithPlatform(BuildTarget.WebGL, config.CompileOptions.enableiOSMetal);
#endif
// importer.SaveAndReimport();
SetPluginCompatibilityByModifyingMetadataFile(glLibs[i], config.CompileOptions.enableiOSMetal);
}
AssetDatabase.Refresh();
}
private static string GetLuaAdaptorPath(string filename)
{
string DS = WXAssetsTextTools.DS;
@ -569,28 +565,13 @@ namespace WeChatWASM
GraphicsDeviceType[] targets = new GraphicsDeviceType[] { };
#if PLATFORM_WEIXINMINIGAME
PlayerSettings.SetUseDefaultGraphicsAPIs(BuildTarget.WeixinMiniGame, false);
// 启用 iOS Metal 渲染
if (UseiOSMetal)
if (config.CompileOptions.Webgl2)
{
if (config.CompileOptions.Webgl2)
{
PlayerSettings.SetGraphicsAPIs(BuildTarget.WeixinMiniGame, new GraphicsDeviceType[] { GraphicsDeviceType.Metal, GraphicsDeviceType.OpenGLES3 });
}
else
{
PlayerSettings.SetGraphicsAPIs(BuildTarget.WeixinMiniGame, new GraphicsDeviceType[] { GraphicsDeviceType.Metal, GraphicsDeviceType.OpenGLES2 });
}
PlayerSettings.SetGraphicsAPIs(BuildTarget.WeixinMiniGame, new GraphicsDeviceType[] { GraphicsDeviceType.OpenGLES3 });
}
else
else
{
if (config.CompileOptions.Webgl2)
{
PlayerSettings.SetGraphicsAPIs(BuildTarget.WeixinMiniGame, new GraphicsDeviceType[] { GraphicsDeviceType.OpenGLES3 });
}
else
{
PlayerSettings.SetGraphicsAPIs(BuildTarget.WeixinMiniGame, new GraphicsDeviceType[] { GraphicsDeviceType.OpenGLES2 });
}
PlayerSettings.SetGraphicsAPIs(BuildTarget.WeixinMiniGame, new GraphicsDeviceType[] { GraphicsDeviceType.OpenGLES2 });
}
#else
PlayerSettings.SetUseDefaultGraphicsAPIs(BuildTarget.WebGL, false);
@ -656,7 +637,7 @@ namespace WeChatWASM
private static bool CheckBuildTemplate()
{
string[] res = BuildTemplate.CheckCustomCoverBaseConflict(
Path.Combine(UnityUtil.GetWxSDKRootPath(), "Runtime", defaultTemplateDir),
Path.Combine(UnityUtil.GetWxSDKRootPath(), "Runtime", "wechat-default"),
Path.Combine(Application.dataPath, "WX-WASM-SDK-V2", "Editor", "template"),
new string[] { @"\.(js|ts|json)$" }
);
@ -880,22 +861,6 @@ namespace WeChatWASM
}
}
{
Rule[] rules =
{
new Rule()
{
old = "if (GameGlobal.unityNamespace.enableProfileStats)",
newStr = "if (GameGlobal.unityNamespace.enableProfileStats || (typeof GameGlobal.manager.getWXAppCheatMonitor === 'function' && GameGlobal.manager.getWXAppCheatMonitor().shouldForceShowPerfMonitor()))"
}
};
foreach (var rule in rules)
{
text = text.Replace(rule.old, rule.newStr);
}
}
File.WriteAllText(targetPath, text, new UTF8Encoding(false));
UnityEngine.Debug.LogFormat("[Converter] adapt framework done! ");
@ -907,12 +872,7 @@ namespace WeChatWASM
PlayerSettings.WeixinMiniGame.emscriptenArgs = string.Empty;
if (WXExtEnvDef.GETDEF("UNITY_2021_2_OR_NEWER"))
{
PlayerSettings.WeixinMiniGame.emscriptenArgs += " -s EXPORTED_FUNCTIONS=_main,_sbrk,_emscripten_stack_get_base,_emscripten_stack_get_end";
if (config.CompileOptions.enablePerfAnalysis)
{
PlayerSettings.WeixinMiniGame.emscriptenArgs += ",_WxPerfFrameIntervalCallback";
}
PlayerSettings.WeixinMiniGame.emscriptenArgs += " -s ERROR_ON_UNDEFINED_SYMBOLS=0";
PlayerSettings.WeixinMiniGame.emscriptenArgs += " -s EXPORTED_FUNCTIONS=_main,_sbrk,_emscripten_stack_get_base,_emscripten_stack_get_end -s ERROR_ON_UNDEFINED_SYMBOLS=0";
}
#else
@ -920,10 +880,6 @@ namespace WeChatWASM
if (WXExtEnvDef.GETDEF("UNITY_2021_2_OR_NEWER"))
{
PlayerSettings.WebGL.emscriptenArgs += " -s EXPORTED_FUNCTIONS=_sbrk,_emscripten_stack_get_base,_emscripten_stack_get_end";
if (config.CompileOptions.enablePerfAnalysis)
{
PlayerSettings.WebGL.emscriptenArgs += ",_WxPerfFrameIntervalCallback";
}
#if UNITY_2021_2_5
PlayerSettings.WebGL.emscriptenArgs += ",_main";
#endif
@ -1271,10 +1227,7 @@ namespace WeChatWASM
public static void convertDataPackageJS()
{
if (!isPlayableBuild)
{
checkNeedRmovePackageParallelPreload();
}
checkNeedRmovePackageParallelPreload();
var loadDataFromCdn = config.ProjectConf.assetLoadType == 0;
Rule[] rules =
@ -1393,10 +1346,9 @@ namespace WeChatWASM
RemoveOldAssetPackage(Path.Combine(config.ProjectConf.DST, webglDir));
RemoveOldAssetPackage(Path.Combine(config.ProjectConf.DST, webglDir + "-min"));
var buildTemplate = new BuildTemplate(
Path.Combine(UnityUtil.GetWxSDKRootPath(), "Runtime", defaultTemplateDir),
Path.Combine(UnityUtil.GetWxSDKRootPath(), "Runtime", "wechat-default"),
Path.Combine(Application.dataPath, "WX-WASM-SDK-V2", "Editor", "template"),
Path.Combine(config.ProjectConf.DST, miniGameDir),
true
Path.Combine(config.ProjectConf.DST, miniGameDir)
);
buildTemplate.start();
// FIX: 2021.2版本生成symbol有bug导出时生成symbol报错有symbol才copy
@ -1404,15 +1356,12 @@ namespace WeChatWASM
if (File.Exists(symbolPath))
{
File.Copy(symbolPath, Path.Combine(config.ProjectConf.DST, miniGameDir, "webgl.wasm.symbols.unityweb"), true);
// gen symbols.br
Brotlib("webgl.wasm.symbols.unityweb.br", symbolPath, Path.Combine(config.ProjectConf.DST, miniGameDir, "webgl.wasm.symbols.unityweb.br"));
}
var info = new FileInfo(dataPath);
dataFileSize = info.Length.ToString();
UnityEngine.Debug.LogFormat("[Converter] that to genarate md5 and copy files ended");
// 若APPID为快适配小游戏示例则插入预览盒子
if (config.ProjectConf.Appid == "wx7c792ca878775717")
if (config.ProjectConf.Appid == "wx7c792ca878775717") // 快适配小游戏示例
{
InsertPreviewCode();
}
@ -1521,9 +1470,14 @@ namespace WeChatWASM
" } else {\n" +
" this._send = GameGlobal.Module.SendMessage;\n" +
" }",
},
new Rule()
{
old = "3.5.1", // project.config.json 转换插件 hardcode
newStr = "latest",
}
};
string[] files = { "game.js", "game.json", "unity-sdk/module-helper.js" };
string[] files = { "game.js", "game.json", "unity-sdk/module-helper.js", "project.config.json" };
ReplaceFileContent(files, rules);
Debug.LogWarning("[WeChat Preview] InsertPreviewCode End");
}
@ -1535,7 +1489,7 @@ namespace WeChatWASM
var shortFilename = filename.Substring(filename.IndexOf('.') + 1);
// 如果code没有发生过变化且压缩方式不变则不再进行br压缩
if (cachePath.Contains("wasm.code") && File.Exists(cachePath) && lastBrotliType == config.CompileOptions.brotliMT)
if (File.Exists(cachePath) && lastBrotliType == config.CompileOptions.brotliMT)
{
File.Copy(cachePath, targetPath, true);
return 0;
@ -1625,8 +1579,7 @@ namespace WeChatWASM
writer.PrettyPrint = true;
// 将 game.json 里面关系链相关的配置删除
// 试玩 game.json 中不含其他配置
if (!config.SDKOptions.UseFriendRelation && gameJson.ContainsKey("openDataContext") && gameJson.ContainsKey("plugins"))
if (!config.SDKOptions.UseFriendRelation)
{
gameJson.Remove("openDataContext");
gameJson["plugins"].Remove("Layout");
@ -1637,7 +1590,7 @@ namespace WeChatWASM
Directory.Delete(openDataDir, true);
}
if (!config.SDKOptions.UseMiniGameChat && gameJson.ContainsKey("plugins"))
if (!config.SDKOptions.UseMiniGameChat)
{
gameJson["plugins"].Remove("MiniGameChat");
UnityEngine.Debug.Log(gameJson["plugins"]);
@ -1724,20 +1677,17 @@ namespace WeChatWASM
{
dst = Path.Combine(config.ProjectConf.DST, miniGameDir);
}
string content = File.ReadAllText(Path.Combine(UnityUtil.GetWxSDKRootPath(), "Runtime", defaultTemplateDir, "unity-sdk", "index.js"), Encoding.UTF8);
string content = File.ReadAllText(Path.Combine(UnityUtil.GetWxSDKRootPath(), "Runtime", "wechat-default", "unity-sdk", "index.js"), Encoding.UTF8);
content = content.Replace("$unityVersion$", Application.unityVersion);
File.WriteAllText(Path.Combine(dst, "unity-sdk", "index.js"), content, Encoding.UTF8);
// content = File.ReadAllText(Path.Combine(Application.dataPath, "WX-WASM-SDK-V2", "Runtime", "wechat-default", "unity-sdk", "storage.js"), Encoding.UTF8);
if (!isPlayableBuild)
{
content = File.ReadAllText(Path.Combine(UnityUtil.GetWxSDKRootPath(), "Runtime", defaultTemplateDir, "unity-sdk", "storage.js"), Encoding.UTF8);
var PreLoadKeys = config.PlayerPrefsKeys.Count > 0 ? JsonMapper.ToJson(config.PlayerPrefsKeys) : "[]";
content = content.Replace("'$PreLoadKeys'", PreLoadKeys);
File.WriteAllText(Path.Combine(dst, "unity-sdk", "storage.js"), content, Encoding.UTF8);
}
content = File.ReadAllText(Path.Combine(UnityUtil.GetWxSDKRootPath(), "Runtime", "wechat-default", "unity-sdk", "storage.js"), Encoding.UTF8);
var PreLoadKeys = config.PlayerPrefsKeys.Count > 0 ? JsonMapper.ToJson(config.PlayerPrefsKeys) : "[]";
content = content.Replace("'$PreLoadKeys'", PreLoadKeys);
File.WriteAllText(Path.Combine(dst, "unity-sdk", "storage.js"), content, Encoding.UTF8);
// 修改纹理dxt
// content = File.ReadAllText(Path.Combine(Application.dataPath, "WX-WASM-SDK-V2", "Runtime", "wechat-default", "unity-sdk", "texture.js"), Encoding.UTF8);
content = File.ReadAllText(Path.Combine(UnityUtil.GetWxSDKRootPath(), "Runtime", defaultTemplateDir, "unity-sdk", "texture.js"), Encoding.UTF8);
content = File.ReadAllText(Path.Combine(UnityUtil.GetWxSDKRootPath(), "Runtime", "wechat-default", "unity-sdk", "texture.js"), Encoding.UTF8);
File.WriteAllText(Path.Combine(dst, "unity-sdk", "texture.js"), content, Encoding.UTF8);
}
@ -1954,15 +1904,14 @@ namespace WeChatWASM
UnityEngine.Debug.LogFormat("[Converter] Starting to modify configs");
var PRELOAD_LIST = GetPreloadList(config.ProjectConf.preloadFiles);
// 试玩不存在封面图
var imgSrc = isPlayableBuild ? "" : HandleLoadingImage();
var imgSrc = HandleLoadingImage();
var bundlePathIdentifierStr = GetArrayString(config.ProjectConf.bundlePathIdentifier);
var excludeFileExtensionsStr = GetArrayString(config.ProjectConf.bundleExcludeExtensions);
var screenOrientation = new List<string>() { "portrait", "landscape", "landscapeLeft", "landscapeRight" }[(int)config.ProjectConf.Orientation];
// 试玩不支持系统字体
var customUnicodeRange = isPlayableBuild ? "[]" : GetCustomUnicodeRange(config.FontOptions.CustomUnicode);
var customUnicodeRange = GetCustomUnicodeRange(config.FontOptions.CustomUnicode);
Debug.Log("[Converter] customUnicodeRange: " + customUnicodeRange);
var boolConfigInfo = GenerateBootInfo();
@ -1983,7 +1932,7 @@ namespace WeChatWASM
config.ProjectConf.bundleHashLength.ToString(),
bundlePathIdentifierStr,
excludeFileExtensionsStr,
config.CompileOptions.enableiOSMetal ? "5" : (config.CompileOptions.Webgl2 ? "2" : "1"),
config.CompileOptions.Webgl2 ? "2" : "1",
Application.unityVersion,
WXExtEnvDef.pluginVersion,
config.ProjectConf.dataFileSubPrefix,
@ -2032,15 +1981,13 @@ namespace WeChatWASM
config.ProjectConf.MemorySize.ToString(),
config.SDKOptions.disableMultiTouch ? "true" : "false",
// Perfstream暂时设为false
"false"
"false",
config.CompileOptions.enableEmscriptenGLX ? "true" : "false",
config.CompileOptions.enableiOSMetal ? "true" : "false"
});
List<Rule> replaceList = new List<Rule>(replaceArrayList);
List<string> files = new List<string> { "game.js", "game.json", "project.config.json", "unity-namespace.js", "check-version.js", "unity-sdk/font/index.js" };
if (isPlayableBuild)
{
files = new List<string> { "game.js", "game.json", "project.config.json", "unity-namespace.js", "check-version.js" };
}
if (WXRuntimeExtEnvDef.IsPreviewing)
{

View File

@ -54,11 +54,15 @@ namespace WeChatWASM
foldInstantGame = WXConvertCore.IsInstantGameAutoStreaming();
projectRootPath = System.IO.Path.GetFullPath(Application.dataPath + "/../");
_dstCache = "";
}
private static WXEditorScriptObject config;
private static bool m_EnablePerfTool = false;
private static string _dstCache;
public void OnFocus()
{
loadData();
@ -183,8 +187,9 @@ namespace WeChatWASM
this.formCheckbox("il2CppOptimizeSize", "Il2Cpp Optimize Size(?)", "对应于Il2CppCodeGeneration选项勾选时使用OptimizeSize(默认推荐)生成代码小15%左右取消勾选则使用OptimizeSpeed。游戏中大量泛型集合的高频访问建议OptimizeSpeed在使用HybridCLR等第三方组件时只能用OptimizeSpeed。(Dotnet Runtime模式下该选项无效)", !UseIL2CPP);
this.formCheckbox("profilingFuncs", "Profiling Funcs");
this.formCheckbox("profilingMemory", "Profiling Memory");
this.formCheckbox("webgl2", "WebGL2.0");
this.formCheckbox("webgl2", "WebGL2.0(beta)");
this.formCheckbox("iOSPerformancePlus", "iOSPerformancePlus(?)", "是否使用iOS高性能+渲染方案有助于提升渲染兼容性、降低WebContent进程内存");
this.formCheckbox("EmscriptenGLX", "EmscriptenGLX(?)", "是否使用EmscriptenGLX渲染方案");
// this.formCheckbox("iOSMetal", "iOSMetal(?)", "是否使用iOSMetal渲染方案需要开启iOS高性能+模式有助于提升运行性能降低iOS功耗");
this.formCheckbox("deleteStreamingAssets", "Clear Streaming Assets");
this.formCheckbox("cleanBuild", "Clean WebGL Build");
@ -391,6 +396,7 @@ namespace WeChatWASM
// SDKFilePath = Path.Combine(Application.dataPath, "WX-WASM-SDK-V2", "Runtime", "wechat-default", "unity-sdk", "index.js");
SDKFilePath = Path.Combine(UnityUtil.GetWxSDKRootPath(), "Runtime", "wechat-default", "unity-sdk", "index.js");
config = UnityUtil.GetEditorConf();
_dstCache = config.ProjectConf.DST;
// Instant Game
if (WXConvertCore.IsInstantGameAutoStreaming())
@ -432,7 +438,7 @@ namespace WeChatWASM
this.setData("compressDataPackage", config.ProjectConf.compressDataPackage);
this.setData("videoUrl", config.ProjectConf.VideoUrl);
this.setData("orientation", (int)config.ProjectConf.Orientation);
this.setData("dst", config.ProjectConf.relativeDST);
this.setData("dst", _dstCache);
this.setData("bundleHashLength", config.ProjectConf.bundleHashLength.ToString());
this.setData("bundlePathIdentifier", config.ProjectConf.bundlePathIdentifier);
this.setData("bundleExcludeExtensions", config.ProjectConf.bundleExcludeExtensions);
@ -449,6 +455,7 @@ namespace WeChatWASM
this.setData("webgl2", config.CompileOptions.Webgl2);
this.setData("iOSPerformancePlus", config.CompileOptions.enableIOSPerformancePlus);
this.setData("iOSMetal", config.CompileOptions.enableiOSMetal);
this.setData("EmscriptenGLX", config.CompileOptions.enableEmscriptenGLX);
this.setData("fbslim", config.CompileOptions.fbslim);
this.setData("useFriendRelation", config.SDKOptions.UseFriendRelation);
this.setData("useMiniGameChat", config.SDKOptions.UseMiniGameChat);
@ -510,8 +517,8 @@ namespace WeChatWASM
config.ProjectConf.compressDataPackage = this.getDataCheckbox("compressDataPackage");
config.ProjectConf.VideoUrl = this.getDataInput("videoUrl");
config.ProjectConf.Orientation = (WXScreenOritation)this.getDataPop("orientation");
config.ProjectConf.relativeDST = this.getDataInput("dst");
config.ProjectConf.DST = GetAbsolutePath(config.ProjectConf.relativeDST);
_dstCache = this.getDataInput("dst");
config.ProjectConf.DST = GetAbsolutePath(_dstCache);
config.ProjectConf.bundleHashLength = int.Parse(this.getDataInput("bundleHashLength"));
config.ProjectConf.bundlePathIdentifier = this.getDataInput("bundlePathIdentifier");
config.ProjectConf.bundleExcludeExtensions = this.getDataInput("bundleExcludeExtensions");
@ -528,6 +535,7 @@ namespace WeChatWASM
config.CompileOptions.Webgl2 = this.getDataCheckbox("webgl2");
config.CompileOptions.enableIOSPerformancePlus = this.getDataCheckbox("iOSPerformancePlus");
config.CompileOptions.enableiOSMetal = this.getDataCheckbox("iOSMetal");
config.CompileOptions.enableEmscriptenGLX = this.getDataCheckbox("EmscriptenGLX");
config.CompileOptions.fbslim = this.getDataCheckbox("fbslim");
config.SDKOptions.UseFriendRelation = this.getDataCheckbox("useFriendRelation");
config.SDKOptions.UseMiniGameChat = this.getDataCheckbox("useMiniGameChat");

View File

@ -129,6 +129,10 @@ namespace WeChatWASM
{
return WXConvertCore.UseiOSMetal;
});
WXExtEnvDef.RegisterAction("WXConvertCore.UseEmscriptenGLX", (args) =>
{
return WXConvertCore.UseEmscriptenGLX;
});
WXExtEnvDef.RegisterAction("UnityUtil.GetWxSDKRootPath", (args) =>
{
#if UNITY_2018

View File

@ -2,7 +2,7 @@ namespace WeChatWASM
{
public class WXPluginVersion
{
public static string pluginVersion = "202508190736"; // 这一行不要改他,导出的时候会自动替换
public static string pluginVersion = "202508260429"; // 这一行不要改他,导出的时候会自动替换
}
public class WXPluginConf

Binary file not shown.

View File

@ -9,17 +9,12 @@
构建模板工具类
</summary>
</member>
<member name="F:WeChatWASM.BuildTemplate.ignoreUserTemplate">
<summary>
是否忽略用户自定义模板
</summary>
</member>
<member name="F:WeChatWASM.BuildTemplate.IgnoreRules">
<summary>
复制覆盖时不参与覆盖的正则表达式,可在 beforeCoverTemplate前动态修改
</summary>
</member>
<member name="M:WeChatWASM.BuildTemplate.CheckCustomCoverBaseConflict(System.String,System.String,System.String[],System.Boolean)">
<member name="M:WeChatWASM.BuildTemplate.CheckCustomCoverBaseConflict(System.String,System.String,System.String[])">
<summary>
防止自定义模板对覆盖基础模板有覆盖在新版本更新后有代码冲突需要做此检查
</summary>
@ -294,7 +289,7 @@
<member name="T:WeChatWASM.UnityUtil">
工具函数
</member>
<member name="M:WeChatWASM.UnityUtil.WxSDKEnvInit(System.Boolean)">
<member name="M:WeChatWASM.UnityUtil.WxSDKEnvInit">
<summary>
微信SDK环境初始化
</summary>
@ -381,11 +376,6 @@
视频url
</summary>
</member>
<member name="F:WeChatWASM.WXProjectConf.relativeDST">
<summary>
导出路径(相对路径)
</summary>
</member>
<member name="F:WeChatWASM.WXProjectConf.DST">
<summary>
导出路径(绝对路径)
@ -653,6 +643,7 @@
是否使用iOS metal指令流
</summary>
</member>
<!-- Badly formed XML comment ignored for member "F:WeChatWASM.CompileOptions.enableEmscriptenGLX" -->
<member name="F:WeChatWASM.CompileOptions.brotliMT">
<summary>
是否使用brotli多线程压缩
@ -773,66 +764,5 @@
字体配置
</summary>
</member>
<member name="F:WeChatWASM.WXPlayableProjectConf.projectName">
<summary>
试玩项目名
</summary>
</member>
<member name="F:WeChatWASM.WXPlayableProjectConf.Appid">
<summary>
试玩 appid
</summary>
</member>
<member name="F:WeChatWASM.WXPlayableProjectConf.relativeDST">
<summary>
导出路径(相对路径)
</summary>
</member>
<member name="F:WeChatWASM.WXPlayableProjectConf.DST">
<summary>
导出路径(绝对路径)
</summary>
</member>
<member name="F:WeChatWASM.WXPlayableProjectConf.MemorySize">
<summary>
游戏内存大小(MB)
</summary>
</member>
<member name="F:WeChatWASM.WXPlayableProjectConf.Orientation">
<summary>
游戏方向
</summary>
</member>
<member name="F:WeChatWASM.WXPlayableProjectConf.IOSDevicePixelRatio">
<summary>
IOS限制固定的分辨率以减少内存但是会降低游戏画面品质
注意不要随意修改默认值为00表示不限制
</summary>
</member>
<member name="F:WeChatWASM.PlayableCompileOptions.DevelopBuild">
<summary>
Development Build
</summary>
</member>
<member name="F:WeChatWASM.PlayableCompileOptions.Il2CppOptimizeSize">
<summary>
Il2CppCodeGeneration.OptimizeSize
</summary>
</member>
<member name="F:WeChatWASM.PlayableCompileOptions.profilingFuncs">
<summary>
Profiling Funcs
</summary>
</member>
<member name="F:WeChatWASM.PlayableCompileOptions.Webgl2">
<summary>
WebGL2.0
</summary>
</member>
<member name="F:WeChatWASM.PlayableCompileOptions.CustomNodePath">
<summary>
CustomNodePath
</summary>
</member>
</members>
</doc>

View File

@ -1,5 +1,5 @@
fileFormatVersion: 2
guid: 4e2a80fab2cbe76fc8f8a9443ecab609
guid: 030532471fcadbdfbf292be558833e91
DefaultImporter:
externalObjects: {}
userData:

7
Runtime/.DS_Store.meta Normal file
View File

@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: 642125c0e8e14b15c2ca4c4ecc17dd36
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: 2c9e1d2dc447a8fd5caa584099a10202
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: 92174e814460b45c3ec3a0095d00ca87
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -115,8 +115,8 @@ WX_SyncFunction_tnn: function(functionName, returnType, param1, param2){
stringToUTF8((res || ''), buffer, bufferSize);
return buffer;
},
WX_ClassConstructor:function(functionName, returnType, successType, failType, completeType, conf) {
var res = window.WXWASMSDK.WX_ClassConstructor(_WXPointer_stringify_adaptor(functionName), _WXPointer_stringify_adaptor(returnType), _WXPointer_stringify_adaptor(successType), _WXPointer_stringify_adaptor(failType), _WXPointer_stringify_adaptor(completeType), _WXPointer_stringify_adaptor(conf));
WX_ClassOneWayFunction:function(functionName, returnType, successType, failType, completeType, conf) {
var res = window.WXWASMSDK.WX_ClassOneWayFunction(_WXPointer_stringify_adaptor(functionName), _WXPointer_stringify_adaptor(returnType), _WXPointer_stringify_adaptor(successType), _WXPointer_stringify_adaptor(failType), _WXPointer_stringify_adaptor(completeType), _WXPointer_stringify_adaptor(conf));
var bufferSize = lengthBytesUTF8(res || '') + 1;
var buffer = _malloc(bufferSize);
stringToUTF8((res || ''), buffer, bufferSize);
@ -156,7 +156,5 @@ WX_ClassOneWayNoFunction_vt: function(className, functionName, id, param1) {
},
WX_ClassOneWayNoFunction_vn: function(className, functionName, id, param1) {
window.WXWASMSDK.WX_ClassOneWayNoFunction_vs(_WXPointer_stringify_adaptor(className), _WXPointer_stringify_adaptor(functionName), _WXPointer_stringify_adaptor(id), param1);
},WX_ClassOneWayFunction: function(className, id, functionName, successType, failType, completeType, conf, callbackId, usePromise) {
window.WXWASMSDK.WX_ClassOneWayFunction(_WXPointer_stringify_adaptor(className), _WXPointer_stringify_adaptor(id), _WXPointer_stringify_adaptor(functionName), _WXPointer_stringify_adaptor(successType), _WXPointer_stringify_adaptor(failType), _WXPointer_stringify_adaptor(completeType), _WXPointer_stringify_adaptor(conf), _WXPointer_stringify_adaptor(callbackId), usePromise);
},
})

View File

@ -28,22 +28,6 @@ mergeInto(LibraryManager.library, {
GameGlobal.unityNamespace.ProfileWebgl.stopRecord();
}
},
JSProfilerUploadBinary: function(dataPtr, bufSize, namePtr, dirPtr, id, inStartFrameIdx, inEndFrameIdx) {
//if (GameGlobal && GameGlobal.manager && GameGlobal.manager.profiler) {
const name = UTF8ToString(namePtr);
const dir = UTF8ToString(dirPtr);
const content = HEAPU8.slice(dataPtr, dataPtr+bufSize);
GameGlobal.manager.profiler.uploadBinary({
'data': content,
'len': bufSize,
'fileName': name,
'uploadDir': dir,
'id': id,
'startFrameIndex': inStartFrameIdx,
'endFrameIndex': inEndFrameIdx
});
//}
},
JSProfilerUploadString: function(dataPtr, bufSize, namePtr, dirPtr, id, inStartFrameIdx, inEndFrameIdx) {
//if (GameGlobal && GameGlobal.manager && GameGlobal.manager.profiler) {
const name = UTF8ToString(namePtr);
@ -122,12 +106,5 @@ mergeInto(LibraryManager.library, {
stringToUTF8(GameGlobal.unityNamespace.convertPluginVersion, stringOnWasmHeap, lengthBytes);
return stringOnWasmHeap;
},
JSProfilerCanvasToFilepathSync: function(savePath) {
if (GameGlobal && GameGlobal.unityNamespace && GameGlobal.unityNamespace.ProfileWebgl && GameGlobal.unityNamespace.ProfileWebgl.stopRecord) {
const savePathJSStr = UTF8ToString(savePath);
GameGlobal.manager.profiler.canvasToFilepathSync(savePathJSStr);
}
}
});
});

Binary file not shown.

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@ -0,0 +1,69 @@
fileFormatVersion: 2
guid: cccbd1d680cfe34fa1fef9e4875e5f23
PluginImporter:
externalObjects: {}
serializedVersion: 2
iconMap: {}
executionOrder: {}
defineConstraints: []
isPreloaded: 0
isOverridable: 1
isExplicitlyReferenced: 0
validateReferences: 1
platformData:
- first:
: Any
second:
enabled: 0
settings:
Exclude Editor: 0
Exclude Linux64: 0
Exclude OSXUniversal: 0
Exclude WeixinMiniGame: 0
Exclude Win: 0
Exclude Win64: 0
- first:
Any:
second:
enabled: 0
settings: {}
- first:
Editor: Editor
second:
enabled: 1
settings:
CPU: AnyCPU
DefaultValueInitialized: true
OS: AnyOS
- first:
Standalone: Linux64
second:
enabled: 1
settings:
CPU: AnyCPU
- first:
Standalone: OSXUniversal
second:
enabled: 1
settings:
CPU: AnyCPU
- first:
Standalone: Win
second:
enabled: 1
settings:
CPU: AnyCPU
- first:
Standalone: Win64
second:
enabled: 1
settings:
CPU: AnyCPU
- first:
WeixinMiniGame: WeixinMiniGame
second:
enabled: 1
settings: {}
userData:
assetBundleName:
assetBundleVariant:

Binary file not shown.

View File

@ -0,0 +1,93 @@
fileFormatVersion: 2
guid: 89ccba97a8e2991dc502c741bc8cd6c6
PluginImporter:
externalObjects: {}
serializedVersion: 2
iconMap: {}
executionOrder: {}
defineConstraints: []
isPreloaded: 0
isOverridable: 1
isExplicitlyReferenced: 0
validateReferences: 1
platformData:
- first:
: Any
second:
enabled: 0
settings:
Exclude Android: 1
Exclude Editor: 1
Exclude Linux64: 1
Exclude OSXUniversal: 1
Exclude WebGL: 1
Exclude Win: 1
Exclude Win64: 1
Exclude WindowsStoreApps: 1
- first:
Android: Android
second:
enabled: 0
settings:
AndroidSharedLibraryType: Executable
CPU: ARMv7
- first:
Any:
second:
enabled: 0
settings: {}
- first:
Editor: Editor
second:
enabled: 0
settings:
CPU: AnyCPU
DefaultValueInitialized: true
OS: AnyOS
- first:
Standalone: Linux64
second:
enabled: 0
settings:
CPU: None
- first:
Standalone: OSXUniversal
second:
enabled: 0
settings:
CPU: None
- first:
Standalone: Win
second:
enabled: 0
settings:
CPU: None
- first:
Standalone: Win64
second:
enabled: 0
settings:
CPU: None
- first:
WebGL: WebGL
second:
enabled: 0
settings: {}
- first:
WeixinMiniGame: WeixinMiniGame
second:
enabled: 0
settings: {}
- first:
Windows Store Apps: WindowsStoreApps
second:
enabled: 0
settings:
CPU: AnyCPU
DontProcess: false
PlaceholderPath:
SDK: AnySDK
ScriptingBackend: AnyScriptingBackend
userData:
assetBundleName:
assetBundleVariant:

Binary file not shown.

View File

@ -1,5 +1,5 @@
fileFormatVersion: 2
guid: ffcf22f69c45d4919a04626e60e86c20
guid: f0cbdcf50f6d52cea758f1ea825443c0
PluginImporter:
externalObjects: {}
serializedVersion: 2
@ -7,21 +7,68 @@ PluginImporter:
executionOrder: {}
defineConstraints: []
isPreloaded: 0
isOverridable: 0
isOverridable: 1
isExplicitlyReferenced: 0
validateReferences: 1
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@ -648,7 +648,6 @@ namespace WeChatWASM
/// ## 注意事项
/// - 基础库 v2.10.4 开始支持获取群工具小程序启动信息
/// - 基础库 v2.17.3 开始支持获取群聊小程序消息卡片、群待办小程序启动信息
/// - 基础库 v3.7.8 支持获取单聊群启动信息,获取的群(含单聊)唯一标识,可用于[聊天工具模式](https://developers.weixin.qq.com/minigame/dev/api/chattool/wx.openChatTool.html)。
/// **示例代码**
/// ```js
/// wx.getGroupEnterInfo({
@ -668,10 +667,7 @@ namespace WeChatWASM
/// 获取得到的开放数据为以下 json 结构(其中 opengid 为当前群的唯一标识):
/// ```json
/// {
/// "opengid": "OPENGID", // 多聊群下返回的群唯一标识
/// "open_single_roomid": "", // 单聊群下返回的群唯一标识
/// "group_openid": "", // 用户在当前群的唯一标识
/// "chat_type": 3, // 聊天室类型
/// "opengid": "OPENGID"
/// }
/// ```
/// **Tips**
@ -1404,7 +1400,7 @@ namespace WeChatWASM
/// <summary>
/// [wx.openCustomerServiceConversation(Object object)](https://developers.weixin.qq.com/minigame/dev/api/open-api/customer-message/wx.openCustomerServiceConversation.html)
/// 需要基础库: `2.0.3`
/// 进入客服会话。要求在用户发生过至少一次 touch 事件后才能调用。后台接入方式与小程序一致,详见 [客服消息接入](https://developers.weixin.qq.com/minigame/dev/guide/open-ability/customer-message/customer-message.html)
/// 进入客服会话。要求在用户发生过至少一次 touch 事件后才能调用。后台接入方式与小程序一致,详见 [客服消息接入](#)
/// **注意事项**
/// - 在客服会话内点击小程序消息卡片进入小程序时,不能通过 wx.onShow 或 wx.getEnterOptionsSync 等接口获取启动路径和参数,而是应该通过 wx.openCustomerServiceConversation 接口的 success 回调获取启动路径和参数
/// </summary>
@ -2154,6 +2150,9 @@ namespace WeChatWASM
/// [wx.showShareImageMenu(Object object)](https://developers.weixin.qq.com/minigame/dev/api/share/wx.showShareImageMenu.html)
/// 需要基础库: `2.14.3`
/// 打开分享图片弹窗,可以将图片发送给朋友、收藏或下载
/// **Bug & Tip**
/// 1. `tip`: `needShowEntrance`分享的图片消息是否要带小程序入口,支持申明类目:商家自营、电商平台、餐饮服务(餐饮服务场所/餐饮服务管理企业、点餐平台、外卖平台)、旅游服务(住宿服务、景区服务、OTA、旅游管理单位)、生活服务(家政服务、丽人服务、宠物(非医院类)、婚庆服务、洗浴保健、休闲娱乐、百货/超市/便利店、开锁服务、营业性演出票务、其他宠物健康服务、洗浴保健平台、共享服务、跑腿、寄存、求职/招聘)
/// 2. `tip`: `needShowEntrance`小游戏所有类目都支持
/// </summary>
public static void ShowShareImageMenu(ShowShareImageMenuOption callback)
{

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@ -1117,42 +1117,6 @@ namespace WeChatWASM
{
WXSDKManagerHandler.Instance.ReserveChannelsLive(option);
}
#region
/// <summary>
/// 通知试玩结束
/// </summary>
/// <param name="option"></param>
public static void NotifyMiniProgramPlayableStatus(NotifyMiniProgramPlayableStatusOption option)
{
WXSDKManagerHandler.Instance.NotifyMiniProgramPlayableStatus(option);
}
#endregion
/// <summary>
/// [[PageManager](https://developers.weixin.qq.com/minigame/dev/api/open-api/openlink/PageManager.html) wx.createPageManager()](https://developers.weixin.qq.com/minigame/dev/api/open-api/openlink/wx.createPageManager.html)
/// 需要基础库: `3.6.7`
/// 小游戏开放页面管理器用于启动微信内置的各种小游戏活动、功能页面。具体OPENLINK值由不同的能力渠道获得。
/// **示例代码**
/// ```js
/// const pageManager = wx.createPageManager();
/// pageManager.load({
/// openlink: 'xxxxxxx-xxxxxx', // 由不同渠道获得的OPENLINK值
/// }).then((res) => {
/// // 加载成功res 可能携带不同活动、功能返回的特殊回包信息(具体请参阅渠道说明)
/// console.log(res);
/// // 加载成功后按需显示
/// pageManager.show();
/// }).catch((err) => {
/// // 加载失败,请查阅 err 给出的错误信息
/// console.error(err);
/// })
/// ```
/// </summary>
/// <returns></returns>
public static WXPageManager CreatePageManager()
{
return WXSDKManagerHandler.Instance.CreatePageManager();
}
}
}
#endif

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@ -8,10 +8,6 @@ using UnityEngine;
using UnityEngine.Scripting;
using System.IO;
using Unity.Profiling;
using UnityEngine.Profiling;
using Debug = UnityEngine.Debug;
#if PLATFORM_WEIXINMINIGAME || PLATFORM_WEBGL || UNITY_EDITOR
@ -24,17 +20,17 @@ namespace WXSDKPerf
public class WXPerfEngine
{
#if !UNITY_EDITOR
static WXPerfEngine_Implementation m_PerfEngineImplementation = null;
static WXPerfEngine_Implementation m_PerfEngineImplementation = null;
#endif
[RuntimeInitializeOnLoadMethod]
public static void StartWXPerfEngine()
{
#if UNITY_EDITOR
return;
return;
#else
m_PerfEngineImplementation = new WXPerfEngine_Implementation();
m_PerfEngineImplementation.StartPerfEngine();
m_PerfEngineImplementation.StartPerfEngine();
#endif
}
@ -49,7 +45,7 @@ namespace WXSDKPerf
public static void Annotation(string InAnnotationString)
{
#if UNITY_EDITOR
return;
return;
#else
// Don't record annotation if we are not recording.
if (!IsRecording())
@ -72,7 +68,7 @@ namespace WXSDKPerf
#endif
}
/// <summary>
/// 检查是否正在录制性能数据
/// </summary>
@ -93,14 +89,14 @@ namespace WXSDKPerf
#else
DateTime timestamp = DateTime.Now;
var dateString = timestamp.ToLocalTime().ToString("yyyy-MM-dd_HH-mm-ss", System.Globalization.CultureInfo.InvariantCulture);
var snapshotFileName = $"{dateString}.snap";
var snapshotFileName = $"{dateString}.snap";
#if UNITY_2018_3_OR_NEWER && !UNITY_2022_2_OR_NEWER
UnityEngine.Profiling.Memory.Experimental.MemoryProfiler.TakeSnapshot(Path.Combine(Application.persistentDataPath, snapshotFileName),
UnityEngine.Profiling.Memory.Experimental.MemoryProfiler.TakeSnapshot(Path.Combine(Application.persistentDataPath, snapshotFileName),
WXPerfEngine_Implementation.CaptureSnapshotCallback, (UnityEngine.Profiling.Memory.Experimental.CaptureFlags)31);
#elif UNITY_2022_2_OR_NEWER
Unity.Profiling.Memory.MemoryProfiler.TakeSnapshot(Path.Combine(Application.persistentDataPath, snapshotFileName),
Unity.Profiling.Memory.MemoryProfiler.TakeSnapshot(Path.Combine(Application.persistentDataPath, snapshotFileName),
WXPerfEngine_Implementation.CaptureSnapshotCallback, (Unity.Profiling.Memory.CaptureFlags)31);
#endif
#endif
@ -113,7 +109,7 @@ namespace WXSDKPerf
public static void SetLuaState(IntPtr L)
{
#if UNITY_EDITOR
return;
return;
#else
if (m_PerfEngineImplementation == null)
{
@ -124,7 +120,7 @@ namespace WXSDKPerf
m_PerfEngineImplementation.SetLuaState(L);
#endif
}
/// <summary>
/// 声明自定义性能指标
/// </summary>
@ -134,7 +130,7 @@ namespace WXSDKPerf
public static void DeclareCustomStatInfo(string inStatName, string inStatCategory, int inStatInterpType = 1)
{
#if UNITY_EDITOR
return;
return;
#else
if (m_PerfEngineImplementation == null)
{
@ -155,7 +151,7 @@ namespace WXSDKPerf
public static void SetCustomStatValue(string inStatName, float inValue)
{
#if UNITY_EDITOR
return;
return;
#else
if (m_PerfEngineImplementation == null)
{
@ -175,7 +171,7 @@ namespace WXSDKPerf
public static void AddCustomStatInfoBy(string inStatName, float inValue)
{
#if UNITY_EDITOR
return;
return;
#else
if (m_PerfEngineImplementation == null)
{
@ -183,9 +179,9 @@ namespace WXSDKPerf
return;
}
m_PerfEngineImplementation.AddCustomStatInfoBy(inStatName, inValue);
m_PerfEngineImplementation.AddCustomStatInfoBy(inStatName, inValue);
#endif
}
@ -199,11 +195,11 @@ namespace WXSDKPerf
/// <param name="inEnableCaptureResource">是否启用资源捕获</param>
/// <param name="inEnableLuaMemoryMonitor">是否启用Lua内存监控</param>
/// <param name="inEnableLuaFunctionMemoryTracking">是否启用Lua函数内存跟踪</param>
public static void StartRecordManually(bool inEnableStackTrace, bool inEnableStatInfo, bool inFrequentScreenShot, bool inEnablebRenderInst,
public static void StartRecordManually(bool inEnableStackTrace, bool inEnableStatInfo, bool inFrequentScreenShot, bool inEnablebRenderInst,
bool inEnableCaptureResource, bool inEnableLuaMemoryMonitor, bool inEnableLuaFunctionMemoryTracking)
{
#if UNITY_EDITOR
return;
return;
#else
if (m_PerfEngineImplementation == null)
{
@ -211,7 +207,7 @@ namespace WXSDKPerf
return;
}
m_PerfEngineImplementation.StartRecordManually(inEnableStackTrace, inEnableStatInfo, inFrequentScreenShot, inEnablebRenderInst,
m_PerfEngineImplementation.StartRecordManually(inEnableStackTrace, inEnableStatInfo, inFrequentScreenShot, inEnablebRenderInst,
inEnableCaptureResource, inEnableLuaMemoryMonitor, inEnableLuaFunctionMemoryTracking);
#endif
}
@ -222,7 +218,7 @@ namespace WXSDKPerf
public static void StopRecordManually()
{
#if UNITY_EDITOR
return;
return;
#else
if (m_PerfEngineImplementation == null)
{

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@ -65,8 +65,8 @@ const isMobileBrotliInvalid = isMobile && !compareVersion(SDKVersion, '2.21.1');
const isBrotliInvalid = $COMPRESS_DATA_PACKAGE && (isPcBrotliInvalid || isMobileBrotliInvalid);
// iOS系统版本>=17.5时,小游戏退后台会导致异常
export const isIOS175 = compareVersion(systemVersion, '17.5') && isH5Renderer;
// 是否支持开放数据域渲染模式使用ScreenCanvas模式可以优化ToTempFilePath的使用PC 上 ScreenCanvas 模式事件处理有问题PC 先禁止这个模式
export const isSupportSharedCanvasMode = compareVersion(SDKVersion, '3.6.6') && !isPc;
// 是否支持开放数据域渲染模式使用ScreenCanvas模式可以优化ToTempFilePath的使用
export const isSupportSharedCanvasMode = compareVersion(SDKVersion, '3.6.6');
// 是否能以iOS高性能模式运行
// 请勿修改GameGlobal.canUseH5Renderer赋值
GameGlobal.canUseH5Renderer = isH5Renderer && isH5LibVersionValid;

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@ -27,7 +27,11 @@ const managerConfig = {
'$PRELOAD_LIST',
],
contextConfig: {
contextType: $WEBGL_VERSION, // 1: webgl1 2: webgl2
contextType: $WEBGL_VERSION,
contextExt: {
enableGLX: $ENABLE_GLX,
enableMetal: $ENABLE_METAL,
}
},
PROFILER_UPLOAD_URL: '',
};

View File

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@ -23,7 +23,7 @@
],
"plugins": {
"UnityPlugin": {
"version": "1.2.79",
"version": "1.2.72",
"provider": "wxe5a48f1ed5f544b7",
"contexts": [
{
@ -32,7 +32,7 @@
]
},
"Layout": {
"version": "1.0.15",
"version": "1.0.7",
"provider": "wx7a727ff7d940bb3f",
"contexts": [
{
@ -51,4 +51,4 @@
}
},
"workers": "workers"
}
}

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@ -56,6 +56,7 @@ function LayoutWithTplAndStyle(xml, style) {
Layout.clear();
Layout.init(xml, style);
Layout.layout(sharedContext);
console.log(Layout);
}
// 仅仅渲染一些提示,比如数据加载中、当前无授权等
function renderTips(tips = '') {

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@ -63,10 +63,9 @@ export default function getStyle(data) {
width: data.width * 0.35,
height: (data.height / 2 / 3) * 0.4,
textAlign: 'center',
verticalAlign: 'center',
lineHeight: (data.height / 2 / 3) * 0.4,
fontSize: data.width * 0.043,
textOverflow: 'ellipsis',
whiteSpace: 'nowrap',
color: '#fff',
},
rankScoreTip: {

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@ -1,10 +1,11 @@
/**
* 模板引擎使用教程可见https://wechat-miniprogram.github.io/minigame-canvas-engine/tutorial/templateengine.html
* xml经过doT.js编译出的模板函数
* 因为小游戏不支持new Function模板函数只能外部编译
* 可直接拷贝本函数到小游戏中使用
* 原始的模板如下
*
* 下面的内容分成两部分第一部分是一个模板模板的好处是能够有一定的语法
* 坏处是模板引擎一般都依赖 new Function 或者 eval 能力小游戏下面是没有的
* 所以模板的编译需要在外部完成可以将注释内的模板贴到下面的页面内点击 "run"就能够得到编译后的模板函数
* https://wechat-miniprogram.github.io/minigame-canvas-engine/playground.html
* 如果觉得模板引擎使用过于麻烦也可以手动拼接字符串本文件对应函数的目标仅仅是为了创建出 xml 节点数
*/
/*
<view class="container" id="main">
<view class="rankList">
<scrollview class="list" scrollY="true">
@ -28,17 +29,22 @@
</scrollview>
</view>
</view>
*
*/
/**
* xml经过doT.js编译出的模板函数
* 因为小游戏不支持new Function模板函数只能外部编译
* 可直接拷贝本函数到小游戏中使用
*/
export default function tplFunc(it) {
var out = '<view class="container" id="main"> <view class="rankList"> <scrollview class="list" scrollY="true"> ';
var arr1 = it.data;
export default function anonymous(it) {
let out = '<view class="container" id="main"> <view class="rankList"> <scrollview class="list" scrollY="true"> ';
const arr1 = it.data;
if (arr1) {
var item, index = -1, l1 = arr1.length - 1;
let item;
let index = -1;
const l1 = arr1.length - 1;
while (index < l1) {
item = arr1[index += 1];
out += ' <view class="listItem"> <image src="open-data/render/image/rankBg.png" class="rankBg"></image> <image class="rankAvatarBg" src="open-data/render/image/rankAvatar.png"></image> <image class="rankAvatar" src="' + (item.avatarUrl) + '"></image> <view class="rankNameView"> <image class="rankNameBg" src="open-data/render/image/nameBg.png"></image> <text class="rankName" value="' + (item.nickname) + '"></text> <text class="rankScoreTip" value="战力值:"></text> <text class="rankScoreVal" value="' + (item.score || 0) + '"></text> </view> <view class="shareToBtn" data-isSelf="' + (item.isSelf ? true : false) + '" data-id="' + (item.openid || '') + '"> <image src="open-data/render/image/' + (item.isSelf ? 'button3' : 'button2') + '.png" class="shareBtnBg"></image> <text class="shareText" value="' + (item.isSelf ? '你自己' : '分享') + '"></text> </view> </view> ';
item = arr1[(index += 1)];
out += ` <view class="listItem"> <image src="open-data/render/image/rankBg.png" class="rankBg"></image> <image class="rankAvatarBg" src="open-data/render/image/rankAvatar.png"></image> <image class="rankAvatar" src="${item.avatarUrl}"></image> <view class="rankNameView"> <image class="rankNameBg" src="open-data/render/image/nameBg.png"></image> <text class="rankName" value="${item.nickname}"></text> <text class="rankScoreTip" value="战力值:"></text> <text class="rankScoreVal" value="${item.score || 0}"></text> </view> <view class="shareToBtn" data-isSelf="${!!item.isSelf}" data-id="${item.openid || ''}"> <image src="open-data/render/image/${item.isSelf ? 'button3' : 'button2'}.png" class="shareBtnBg"></image> <text class="shareText" value="${item.isSelf ? '你自己' : '分享'}"></text> </view> </view> `;
}
}
out += ' </scrollview> </view></view>';

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